Name & Purpose Mass Kickball is a chaos-friendly upgrade to standard kickball. Every player on the kicking team kicks simultaneously, sending the fielding team into organised (or gloriously disorganised) action. It rewards team coordination, speed, and collective effort on both sides.
a.k.a. All-Kick Kickball; Avalanche Kickball
Age Band / Group Size / Time / Space Ages 8β16. 16β50 players. 20β40 minutes. Large outdoor field with a full kickball diamond and at least 3 barrels in the outfield.
Materials
- 1 kickball per kicking-team player (soft rubber balls work best)
- 3+ large barrels, buckets, or bins placed in the outfield
- 4 bases
- Cones for side boundaries and barrel placement markers
Quick-Run Card
- Divide into two equal teams β kicking team and fielding team.
- Every kicker lines up beside home plate, each with their own ball.
- On “Go!” all kickers run and kick in quick succession (staggered 2 seconds apart works well) and sprint the bases.
- Fielding team scrambles to collect every ball and deposit them into the three barrels.
- Each kicker who rounds all bases and touches home plate before the last ball drops into a barrel scores 1 point.
- An “out” occurs when all balls are in the barrels. Three outs = teams switch.
- Play 3β5 innings. Highest score wins.
Setup & Boundaries Set bases at standard kickball spacing. Position 3 barrels in the outfield β spread them wide to force fielding strategy. Line all balls up beside home plate before each “inning.” Remind fielders: you may not block or physically interfere with a runner; fielders focus on ball collection only.
How to Play Kicking team stands in line next to the ball row. On the leader’s signal, the first kicker steps up, kicks, and runs. Every 2 seconds (leader or a designated caller counts), the next kicker steps up and kicks. All kickers are running bases simultaneously. Fielding team must pick up and carry or roll every ball to one of the three barrels. As soon as all balls are in barrels, the leader shouts “Out!” Any runner not yet touching home plate is stopped. Total runners who crossed home plate = points for this “out.” Play three outs then switch. Fielders may throw balls to teammates near the barrels to speed collection. Runners may be tagged out by a fielder holding a ball β if tagged, they go to their team’s bench and re-enter next inning.
I-OPt Roles Fielding team self-organise each inning around three roles:
- Chasers: sprint for balls the moment they are kicked.
- Runners: position near the barrels to receive thrown or rolled balls and drop them in.
- Directors: stand at the centre of the field, watch where balls land, and point chasers to the closest unclaimed ball. Kicking team rotate their kick order between innings.
Inclusion Supports
- Players who cannot kick due to a physical difference can roll the ball from behind home plate (bowling-style) β same rules apply.
- Players who struggle with running can walk the bases β all points count equally.
- For players with coordination differences, use larger, softer balls and give extra practice kicks in warm-up.
- Fielding team: players who prefer a stationary role can guard a barrel and receive balls from chasers.
- Kicking team: players who do not want to be tagged can wear a coloured band and be automatically safe on base (facilitator adjusts team balance accordingly).
Stewardship Collect all balls into one mesh bag at the end. Stack barrels. 30-second reflection: “What was the most chaotic moment of the game? How did your team find order inside the chaos?”
Consent Pre-brief: “This game involves running and kicking. Let me know now if you have any injuries or mobility needs β we have field roles that keep you fully in the game.” Mid-game check-in: Between innings: “Everyone still good? Any adjustments before we switch?” Opt-out/re-entry: Any player sits out an inning without explanation. They re-enter at the start of the next inning by joining their team line.
Risks & Mitigation
| Risk | Likelihood | Mitigation |
|---|---|---|
| Runners and fielders collide mid-field | Medium | Establish clear running paths; fielders do not block bases |
| Ball hits a player in the face | Low | Use soft rubber balls only; brief players to call “heads!” when throwing |
| Runners collide at a base | Medium | Allow only one runner per base at a time β next runner waits behind |
| Game length drags with large teams | Medium | Cap innings at 3; use a 5-minute inning timer |
| Fielders argue about whether balls are in the barrel | Low | Designate one neutral referee per barrel |
Warm-Up Suggestions
- Kick accuracy: each player takes 3 kicks at a cone target β note which foot is strongest.
- Fielding scramble: toss 5 balls into a group of 6 β who can collect all 5 first?
- Sprint relay: two lengths of the field, relay-style, to warm up legs.
Debrief What? “What was your fielding team’s strategy for collecting balls quickly? Did it change between innings?” So what? “How did it feel to have everyone moving and kicking at the same time? Exciting or overwhelming?” Now what? “Name one camp task that works better when everyone does their part at the same time instead of waiting their turn.”
Cleanup & Reset Collect all balls into the bag. Stack barrels. Pull up cones. Pack bases. Reset takes under 5 minutes.
